Divinity: Original Sin 2

Divinity: Original Sin 2

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[OLD] Pyrolusite's Grenade Skills - Definitive Edition
   
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Type: Add-on
Game Mode: Story, GM, Arena
Tags: Classes, Skills
File Size
Posted
Updated
2.024 MB
8 Sep, 2018 @ 3:18pm
25 Sep, 2018 @ 2:40pm
4 Change Notes ( view )

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[OLD] Pyrolusite's Grenade Skills - Definitive Edition

Description
NO LONGER MAINTAINED
This mod suffered from editor issues since it was ported to the Definitive Edition, and I was starting to make things beyond the "grenade skills" scope.

The project is now called "Mechanical Arsenal" and can be found here :
https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=1816069602

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This mod adds a new set of skills (currently 20) based on existing grenades, distributed between the Huntsman and Scoundrel branches.

Huntsman gets most of the offensive grenades (physical, elemental) while Scoundrel benefits from more utilitarian ones (smoke, blind, disease, knockdown), with a twist : they all scale on Finesse and their respective magic schools. Also, some underwhelming grenades have been buffed to be more interesting (ex: smoke granting invisibility).

My principal balance philosophy for this mod is :
- Higher damage but heavy cooldowns (6-turn CD baseline for offensive grenades).
- If you don't have a grenade, you can't get it's skill equivalent.
- Only one non-source skill for each existing grenade.
- Very powerful CC grenades will be only available in Source variants (Love comes to mind).

Crafting is the only way to get the skillbooks, but some are available at character creation.
Recipes, skill descriptions and comparison with their original counterparts are pinned on the discussion category.

Should be fully compatible with existing saves. I've done most of my initial tests on an existing Act 1 save and I didn't have any problems.


MOD RECOMMANDATIONS

Crafting Overhaul when available.


MOD COMPATIBILITY

May not be compatible with other grenades-to-skills mods, because of recipe conflicts.


ADDENTUM

This mod has been designed to be a complement for either a Rogue archetype or a Ranger archetype.
Now, since this mod adds a lot of offensive grenades, it might be possible to go full Artificer, but keep in mind that, given the restrictions above, you'll have to play very bursty, because you'll be out of options after your first two turns.
Popular Discussions View All (3)
1
24 Sep, 2018 @ 2:08am
Balance
Renari
19 Comments
Pyrolusite  [author] 26 Jul, 2019 @ 2:17pm 
THIS MOD IS NO LONGER MAINTAINED.

See Mechanical Arsenal .
Pyrolusite  [author] 5 May, 2019 @ 3:32am 
@Cpt. Cancer
Can't do that, elemental damage always scale with their respective magic schools, and even if I could I wouldn't. I won't deny extra damage to players wanting to specialize in one element.

As for cheat chests, given than the crafting requirements is what contributes to the balance of the mod, so that you don't have everything too strong right away, without locking everything behind higher levels, I won't add one.
Cpt. Cancer 3 May, 2019 @ 8:20pm 
Is there anyway you can make the grenades only scale with Finnesse? I would like to make a grenadier that just focuses on finnesse and uses a crossbow
Luigi 19 Dec, 2018 @ 9:44pm 
Really need a vendor or chest. Plz!
The Little Victor 4 Nov, 2018 @ 4:41pm 
Thank you so much for the good work, but just... cheat chest, pleeeeeeeeeease! ^^
Pyrolusite  [author] 18 Oct, 2018 @ 2:30am 
@Skoll Drachen I plan on making a T2 Fire grenade with Cluster, but for now there's no recipe involving it (Ire of the Arsonist, which is a very big and powerful cluster grenade requiring source points, requires a firestorm grenade in the recipe and not a cluster)
Sköll Drachen 17 Oct, 2018 @ 6:32pm 
hay what about the cluster grenade?
Sköll Drachen 16 Oct, 2018 @ 7:59pm 
fantastic! i was looking for something like this for my fea ranger!
Pyrolusite  [author] 30 Sep, 2018 @ 1:21pm 
@NITRO Restart the game, especially if you just subscribed to many mods at the same time. Sometimes you have to restart the game and/or go back to the main menu then check mods again for all the mods to be downloaded/taken into account.

Otherwise, I don't have that issue, and I'm subscribed to my own mod, so I'm not using a specific local version. Waiting for more feedback on the matter.
BUGGALUGGS 30 Sep, 2018 @ 12:09pm 
the mod itself doesnt show up in the load out list when i go into my mods.. what is the issue there?